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CurtisP

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Everything posted by CurtisP

  1. Looks like the cable isn't very well shielded either.
  2. I'm pretty sure the bug is in your code, not in bAtariBasic itself, but I haven't found it yet. Maybe someone else can.
  3. the ^ operator generates a lot less code.
  4. I installed the newst build so I could try out the Score Editor, but was disappointed to find that it only edits digits 0-9 (as found in the standard version). I often use a 16 digit score_graphics.asm. I know that's a bit of extra work, but if you are willing, I can help you with the technical details
  5. CurtisP

    Small Demo

    You define a double wide playfield then shift it in a bit at a time. Maybe I will write a function to do it.
  6. Alternatively, you could install a modified TIA that has the dot clock slightly shifted. But seriously, the answer is No. The backgroung pixel positions are all fixed in relation to the Horizontal Sync signal. Side scrolling is limite to multiples of 4 dot cycles (what most people call pixels).
  7. It could be done. Side scrolling isn't real smooth on the 2600. Not sue bBasic would be the way to do it either.
  8. One thing I would like to see is for the Game Start switch to start a new game (just as the joystick does). Game Select should restart the game (at the title screen). Game Start should start the game (as should pressing the joystick).
  9. Keep in mind that in Batari Basic, when you multiply or divide by a constant that is a power of two, then compiled code just does shifts, so it's really the same thing.
  10. I think the karate guy looks cool, but it's near impossible to jump over the shuriken. Also I can't start over by pressing reset. In other words, keep working on it!
  11. If you are doing simple on/off, yes/no, true/false, then you should be using single bits. This would give you 8 variables per actual variable. http://www.randomterrain.com/atari-2600-me...mmands.html#bit
  12. Me too. I played it for 12 hours in a row once, and didn't get sick of the tune. I also can't play Tetris on the Gameboy with anything but the default music, otherwise, it just feels wrong.
  13. I did mine freehand, and was amazed with the results. I don't even know where to go with a side view though. I started to draw a mummy, but it wasn't coming out right at all. Do you have an idea for a full game?
  14. Spiders aren't really a sewer animal are they? The animals I suggest are, in order, a rat, a snake, then the alligator? maybe some sort of fish, too
  15. Here's a start of something... Elvira.bas.bin
  16. I can never remember left and right, so I keep marbles in left pocket and coins in my right. Then, when I have to walk, I just say, "marbles, coins, marbles, coins..."
  17. DIM does not actually define a new variable, it just creates an alias for an existing variable. So, backframe and a will point to the same location. This means that a=a+1 backframe=backframe+1 a=backframe+1 backframe=a+1 will all generate identical assembly code. For me, DIMing variables to logical names is a lot easier than having to lookup what variable r is evertime. The only possible disadvantage to DIMming variables is that it will make the Symbol table larger in the ASM file, but this should not be a problem.
  18. It looks like you are using my playerscores routine. The beyond 16 trick won't work with it as is. I can probably modify it though.
  19. BB uses a two line kernel. The pixels are drawn each line. It appears that the playfield color is drawn after the first line is drawn and before the second line is drawn. There is a limited amount of cycles available during the drawing phase. The reason that there is no missile when using no_blank_lines is because the instructions used to draw the missile are replaced with the instructions to increment the pointer to the playfield data (which would normally be executed during the blank line).
  20. It seems pretty obvious to me that the limit is 65535 bytes, which is just under 64K. Not surpising since that is the largest number that two bytes can hold.
  21. Dang, you people are just never satisfied. Actually it should be possible to have one six-digit score on top of the other by hacking the standard kernel. It would use up the Aux variables which would mean no minikernel, though, I'll look into it when I get a chance. I've got a game I'm working on here that would really benefit from having two six-digit scores, so if anyone has any free time, could someone please hack the standard kernel for me? (I'd do it myself, but I have absolutely no idea how to). The problem with this is that the scorepointers are precalculated during the overscan and require 6 bytes of RAM, so this hack would cause you to lose variables U-Z.
  22. Make sure you read the tutorial I started in another thread. It will give you a good start.
  23. Sorry it's been so long since I updated this. I might move it over to the bAtari Basic wiki on wikispaces. We shall have to see.
  24. Here is you answer on the dreaded F-lock key.
  25. I'll try and take a look at that soon.
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